let shader= new THREE.ShaderMaterial({
  side:THREE.DoubleSide,
  uniforms: {
    uTime:{
      value:0
    }
  },
  vertexShader: `
        varying vec2 vUv;
        void main(){
         vUv=uv;
         gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
        }
      `
  ,
  fragmentShader:`
        varying vec2 vUv;
        uniform float uTime;
        void main(){
          gl_FragColor=getAllAnimal();
          if(hasColor(gl_FragColor.xyzw)==0.0){
              discard;
          }
        }
      `,
})
